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rantdomly

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A member registered Jun 24, 2022 · View creator page →

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Would love someone to share their feedback on my first real game "Missing Direction"
It is the spiritual successor to a game I did three years ago for a PlayJam for the Playdate by Panic. I don't think the console is that widespread, but technically anyone can download the SDK that comes with a simulator to run games on a Mac or PC(?).

Hi all! Question above. I just released my first real Playdate game called Missing Direction. Visits are not really a huge problem it seems but I am not really converting that well. Of course that could just mean the game I build is of little interest in general. But I wonder if you have any feedback on the page itself.
The first thing I changed within a day – or rather added – was a free demo version of the game. That as well isn't getting very natural adoption it seems (so once again may just speak to the game itself being not that interesting).


Any kind of feedback (or you trying the demo version) would be appreciated!

I could not be happier: Three years after doing a really basic version of this game (called AVAVA, which made me win a PlayJam), I finally found time to transform this idea into the game I always had in mind. I am sharing with all of you Missing Direction – a fast-paced reaction puzzle game for Playdate that starts simple and quickly spirals into chaos.


The goal of the game is simple: Find the missing arrow. Press the right direction. Make points and keep an eye on the timer!

Sounds simple enough, doesn't it? Well, it starts rather simple as you can tell...

Don't let this fool you though – things will get out of hand soon enough:

And soon enough, you cannot afford to blink anymore!


Along the way there are some surprises for you. Hammer the A button to flip over the tiles first, or use the B button to clear up the grid to make it easier on the eye!

My personal favourite feature? When things get hairy, CRANK BUDDY! CRANK IT!




Normal:  Progress through 18 levels and get points for the right answer. Get extra points for being fast and when building up your bonus streak. Get it wrong and your time is melting like butter in the sun. 

Speedrun: Survive as many rounds as you can. Levels are picked at random and each round lasts just 5 seconds to answer. A wrong answer or running out of time ends your run instantly. No points, no bonuses, no bombs and no time to gain back.

Chaos: Things get crazy. Reach a highscore with time running twice as fast, hard levels only and no way to gain back time. Bombs and bonuses are still available. Good luck!


There is a lot more to see, so I would refer you right there to check out details about the game and see it in action.


I really had fun working in this and take the three year old idea further. I hope you enjoy playing it as much as I do! As part of the release I am offering a bit of a discount even so you can grab it for just $3,99 for a bit! And should you feel like giving it a try I would really appreciate some feedback! 

All the best, rantdomly

So I make it short: I alway felt like the core game mechanic deserved a second look... fast forward three years later and I took the game out of the Pulp editor and managed to build the version if the game I always had in mind. You can now find it here on itch.io – it is called Missing Direction and comes with three different game modes and quite some more exciting levels and items! 

Check it out here!



So not sure if anyone will come across this message but I today released the spiritual successor of Avava. Check it out here!

I am working on a successor to Avava! Keep your eyes open folks!

Thank you! I was experimenting a bit with placement of the tiles - initially I thought of spacing them out more but then realized how the close proximity makes the quick parsing a bit more challenging since you may loose the overview. Maybe I will bring this spacing idea back as part of levels. 

Thank you! I really want to look at how to make a full game out of it. Given this was build with pulp I had to work around some constraints. 

Some things I want to consider:

  • Increasing the amount of runes shown 
  • A better sense of leveling and streaks 
  • Better visuals 

Good catch! Will update this! Thank you for the kind words as well! :)